Normal maps first, than AO and diffuse. Your normal mapped model will give you a guide as to where to paint your detail. If you have exrta ridges or cracks or something in your normal map, than you will want to paint your details based on those. Typically the very LAST thing I do is paint the diffuse map... The dirt and…
Ok well i will go and do my normal map first in that case, then maybe an AO if my dev team leader allows it, and then ill continue on with my diffuse. Also sorry i was a bit unclear, by dirt/mud buildup i meant a mouldy effect, not a buildup sorry.
The UDK supports normal maps etc, so I'm assuming you would want to build a nice shader texture collection (diffuse, normal, specular textures). If that's the case, probably the first big step to take before starting the actual textures is to create and bake out a high poly version of the asset. Add interesting detail such…
Ok thanks for the heads-up about layers, will do that from now on. And yes i know about normal maps, but shouldnt i get my colour/grunge effects worked out before working on a normal map? And also, as im modeling for a game engine, should i even bother doing an ao map? And the main problem im having, that no1 seems to have…
Well i have already done a high poly version of the model and baked a normal map from that, though its in a few separate pieces and i have to combine it in a paint program(most likely photoshop) first. And yes i am planning to do a normal and specular, but want to get the diffuse done before starting these, unless i should…